Sprite property editor

Open Game Maker 2D, Version 1.0.1

- Sprite property dialog -

You may open a sprite property dialog by double clicking a sprite's name in the resource list.
And then you will get a dialog like this:

editors_sprite_1

Let's see the details about the fields in the dialog.

1. Sprite Name
Name of the sprite.

2. Sprite Type
Type of the sprite. A sprite could be a Player, a NPC, a Timer, a Plot or a Window. Here are their differences:
Empty: Has no animation, invisible but check collision;
Animation: Visible and has animation, but no collision;
Timer: Invisible and no collision, auto start to count time when active;
Plot: Invisible and no collision, its script can be paused and resumed by API function;
Mouse: Visible and has animation, always be drawn on the top level of the screen;
Window: Normal window UI component which allows user to drag and drop;
Panel:
Window UI component which does NOT allow user to drag and drop;
InputText: Window UI component for IM (Input Method);
Npc: Visible and has animation, movement and collision;
Player: 
Visible and has animation, movement and collision, user can control it by keyboard, mouse and joystick;

3. Class Tag
It has effect on API function OGE_GetSprClassTag

4. Object Tag
It has effect on API function OGE_GetSprTag and OGE_SetSprTag

5. Default Width and Height
Normally a sprite's width and height are depended on its current animation's image size.
But, if the sprite has no animation but collision check, it still needs a body rect which is defined by Default Width and Default Height.

6. Default Origin X and Default Origin Y
These two properties are used to locate the exact position in the screen when the sprite has no animation.

7. Parent
Normally it would be set when the sprite is a window UI component.

8. RelativeX and RelativeY
These two properties are used to locate the sprite's position on its parent.

9. Set Light Mask
Set a light map for a sprite. It works only when the scene opened "Enable sprite light effect" option.

10. Animations
Set animations. Every animation will be binded with an Action and a Direction.
For more details about the animation, you may jump to the Animation Property Dialog.

11. Preview
Here you can see the animation's preview.

12. Global effects
Here you may set multiple global effects for all animations(with all their frames).

13. Custom Properties and Events
Here you can set some custom properties/events for the sprite.
When you export a sprite, its custom properties/events will be exported at the same time.


- Animation property dialog -

User can open an animation dialog when he/she is trying to add/edit an animation in the Sprite Property Dialog.
The dialog would be like this:

editors_sprite_2

Let's see the properties in the dialog field by field.

1. Image Name
First, you need to select an image.

2. Locate the strip and frames
A strip is an area in an image, and this area will contain all the frames of the animation.
A strip dialog will pop up when you click the button "Locate the strip and frames":

editors_sprite_3

In the strip dialog, first you should locate the strip's area.
Besides that, you have to tell OGM how many columns and rows of frames in the strip, so that OGM can calculate the frame's size.


3. Binding to Action and Direction
You should tell OGM the animation is used in which Action and Direction.

4. Frame Interval
You may set the playing speed of the frames here. Big number means low speed.

5. Auto Replay
The text box is used to input the auto replay interval.

6. Origin X and Origin Y
These two properties are used to locate the exact position of the sprite drawn in the screen.

7. Body
That is a rect for the collision check.

8. Effects for frame
Here you can define multi-effects for different frames of the animation.